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What on earth? Are you telling me Source Engine is capable of loading this stuff without recompiling models? What are we even doing not having this feature? There can't be a single developer that's worked with models in GMod out there that wouldn't find this feature useful.
There is a way by refreshing the model's linked animation structure. Having model structs with their own unique index could allow models to be modified as objects in this manner without affecting global instances. Willox also had some good ideas.
A way to do $includemodel without recompiling a model could have so many applications. One of the things I've been wanting to do is grab some animations from Second Life, there's plenty of hilarious shit on there that I've been wanting as emotes, dances and all that jazz.
I am in need of a feature but it was requested back in 2016 and was hence closed for the reason "wont add". I need to be able to access CNav's place names with GLua. Would it be possible to include this feature before the Gmod Store Contest submission deadline? It would save me so much hassle. https://github.com/Facepunch/garrysmod-requests/issues/624
Is there any ETA on the next update? Can’t wait for the new effects to go live. And is cl_tree_sway_dir going to be kept for now, or should I look into hooking env_wind?
No ETA yet, cl_tree_sway_dir will stay, I am also thinking about adding Lua binding for it, the only problem is what should override what.
I have no clue how the shader work, but I could image a system where the treeSway is calculated by a hook, like so: Amount        (The strech-length of the wind) Turbulence     (How fast it sways) Y-axis hook.Add("CalcWind",function(Wind Magnetude,Wind Turbulence,Wind axis)     return Magnetude,Turbulence,axis end)
Can I get feedback from anyone, if they experience the same issues?: mp3 sounds on CSoundPatches break when too far away from it · Is..
Unsure if this has been asked about before (saw it on github but the posts were ancient), but have you guys ever considered adding support for $parallaxmap? I remember seeing someone say it wasn't impossible but never elaborated on if there were issues with adding it, or if it was just generally difficult and not worth doing.
Oh, it seems the that code is there but never got implemented, maybe because it was something too new for the age?
No idea why it wasn't implemented, but after seeing this video I'm creaming myself with the thought of this someday being implemented officially. https://www.youtube.com/watch?v=PFHD2le0PoM
Isn't this tearing FPS apart?
I posted sources to the Alien Swarm/L4D implementation on the issue report here. Hopefully that will help out.
Parallax would make mapping so much easier and more fun, and can be tied to existing settings if not given its own setting if it's really that stressful on people's hardware.
Would be great to get this request looked at again: Add a Lua hook for errors · Issue #149 · Facepunch/garrysmod
It still surprises me that there isn't a way to hook into errors.
Garry was worried that people would block the hook instead of fixing their code. At least that is the reason he gave. The community have disagreed with him ever since, as it could be useful for server-owners to log errors and problems with their server.
People just gu on and block every block, so this is not even a valid argument.
That must've been back when errors were actually tracked and addons that errored would be taken off the workshop. Doesn't really apply anymore.
If people want to maintain bad code, they'll maintain it in spite of errors. Hell, last time I joined public servers I would get spammed with them constantly. People who don't care will not care.
Oh but there is, if you're willing to engage in the dark art of overwriting a registry function.
_R[1] doesn't get called for all errors.
Look, if you're worried that people would return the hook to block their mistakes, just make a hook.CallAll() function for errors. Here, I wrote it: (untested) -- Ignore returns and call all hooks. function CallAll( name, gm, ... )     local HookTable = Hooks[ name ]     if ( HookTable != nil ) then         for k, v in pairs( HookTable ) do             if ( isstring( k ) ) then                 v( ... )             else                 if ( IsValid( k ) ) then                     v( k, ... )                 else                     HookTable[ k ] = nil                 end             end         end     end     if ( !gm ) then return end          local GamemodeFunction = gm[ name ]     if ( GamemodeFunction == nil ) then return end     GamemodeFunction( gm, ... )         end Just slap that in the hook lib and give us an error-hook, so we can log the errors and locate the flaws in the addons/scripts when we're offline.
The argument was about whether the error hook should have a return that blocks the error from being sent - this is about internal functionality is is unrelated to the hook-return issue.
What does it not get called for? It's worked fine for me from what I've seen so far
I tried to look for Garrys quote so I don't accidentally put words in his mouth, but if I recall correctly; The reason its only in menu-state, is so people don't block it. I just made an example of getting around that problem. I'm not sure where I stand about the return-block: I can see some addons might want to display their own error-message. Maybe even a blue server-side error message to admins. But people might just check if their addon-name is included and block any errors it create.
Your example just doesn't take hook returns into account, but this is about blocking errors through internally checking the hook's return value. I think we're at a disconnect about what the actual issue is.
You could just override ErrorNoHalt, Error, and error too though. Also I think lua_run has some sort of special context anyway
It doesn't work with any errors generated by compiled code. https://i.imgur.com/hsAUxmC.png
Hmmm, well okay, then we do need it.
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